Specials
Nightmare scrolls, hardcore mode, town stash, backpack, runs, and the music system
Consumable items that trigger standalone boss fights. Scrolls are rare drops that let you challenge a powerful nightmare boss outside of normal runs.
Drop Mechanics
- 1% chance per enemy kill
- Only drops at difficulty ≥ 5
- Scroll rarity follows the standard rarity roll
Scroll Properties
Each scroll stores multipliers determined at drop time using a gaussian distribution:
| Property | Peak | Sigma | Floor | 95% Range |
| HP multiplier | 4.5 | 0.75 | 3.0 | 3.0 – 6.0 |
| Damage multiplier | 1.5 | 0.25 | 1.0 | 1.0 – 2.0 |
Using a Scroll
- Generates a nightmare boss at the scroll's stored difficulty
- Boss gets all 6 equipment slots filled
- Boss equipment rarity is floored to the scroll's rarity
- Boss HP =
base_hp × hp_multiplier
- Boss damage =
base_damage × damage_multiplier
- Fight runs entirely server-side (REST-based, like PvP)
- Full round-by-round replay shown in NightmareScene
Rewards
xp_reward = base_xp × hp_mult × dmg_mult × 2
- Boss loot: added to backpack if you win
- Boss skin: same capture chance as regular boss kills
Risk vs. Reward: Higher scroll multipliers mean tougher fights but more XP. A typical 4.5× HP + 1.5× DMG scroll gives ~13.5× the normal single-kill XP reward; a max-roll 6× HP + 2× DMG scroll can reward up to 24×.
Consumable loot filter scrolls. When activated, only items of the scroll's rarity or better are picked up during your next run. A strategic gold sink that prevents backpack clutter in high-difficulty farming.
How It Works
- The scroll's rarity determines the filter threshold
- Common scroll → skip normal items
- Rare scroll → skip normal + common items
- Exquisite scroll → skip normal + common + rare items
- And so on for epic and ancient scrolls
- Nightmare scrolls, storage chests, and other picky scrolls are never filtered
Activation
- Use a scroll in town (via backpack) — sets a queued filter
- Filter is consumed when you start your next run
- Only one filter can be active at a time
- Filter indicator shown in Area Selection and during the run
Drop Mechanics
- 1% chance per enemy kill
- No difficulty gate — drops at any difficulty
- Rarity follows the standard rarity roll (normal through ancient)
- Stackable by rarity — up to 10 per stack
Merchant
| Scroll | Gold Cost | Dust Cost |
| Common | level × 60 | 0 |
| Rare | level × 80 | level × 40 |
- Merchant always stocks one common and one rare picky scroll
- Prices are intentionally high — a full backpack of rares covers roughly half the cost of a rare scroll
- Dropped scrolls can be any rarity (including exquisite, epic, or ancient)
Strategy: Common scrolls are a good everyday filter for high-difficulty farming where normal items are useless. Rare scrolls are expensive but pay off in long runs at high difficulty where even commons are vendor trash. Save dropped epic+ scrolls for endgame push sessions.
3. Hardcore Mode
An optional character flag chosen at creation. Hardcore characters face permanent consequences — death is forever.
Creating a Hardcore Character
- Toggle Hardcore during character creation
- Hardcore characters are marked with a HARDCORE badge
- Plays on the same realm and leaderboard as normal characters
What Kills a Hardcore Character
| Action | Lethal? |
| Dying during a run | Yes — permanent death |
| Dying in a nightmare fight | Yes — permanent death |
| Losing a PvP brawl | Safe |
| Retreating from a run | Safe |
| Retreating from a nightmare fight | Safe |
What Happens on Death
- Character is permanently frozen — no more runs, smithing, equipment changes, merchant, or stash
- Character stays on the account — the owner can still select it and brawl in the tavern
- Character slot is freed — create a new character immediately
- Character name is retired forever — no one can reuse it
- Character stays on the leaderboard as a monument, shown in greyscale with a FALLEN badge
- All items, skills, and stats are preserved as a frozen snapshot
Hall of Fame
- Dedicated Hardcore tab in the tavern shows all HC characters (living + fallen)
- Fallen characters appear greyscale with a skull icon
- Living HC characters appear with a sword icon
- HC characters also appear on the regular Level and PvP tabs
Graveyard
- Fallen HC characters are hidden from the normal character carousel
- Toggle Graveyard: On on the character select screen to view them
- Fallen characters cannot be deleted — they are permanent monuments
Strategy: PvP and retreat are always safe. Use nightmare scrolls carefully — you can retreat mid-fight, but if you die, it's over. High HP/damage multiplier scrolls are especially risky on hardcore characters.
4. Town Stash (Storage)
Permanent item storage separate from your run backpack. Stash items are safe from salvage and don't count toward backpack capacity.
Storage Chests
- 1% drop chance per enemy kill (when difficulty ≥ player level)
- Stackable: up to 10 per stack
- Using a chest permanently unlocks 1 stash slot
- Max free slots: 12
- Max total slots: 30 (6×5 grid)
Stash Behavior
- Items in stash are protected from salvage
- Items in stash don't count toward backpack capacity
- Equipped items auto-unequip when moved to stash
- Toggle
[ Stash: ON/OFF ] in BackpackScene replaces the stats panel with the stash grid
5. Backpack
| Property | Value |
| Base capacity | 24 slots |
| With ad boost | 30 slots (+6) |
- Items beyond effective capacity (expired boost) are frozen in the UI — shown dimmed with a lock icon, not interactive, not affected by salvage or sort
- Favorites sort to the top of the backpack, preserving relative order within each group
Mid-Run Travel Backpack
- Chest icon in RunScene opens a backpack overlay during a run
- Shows items collected in the current run only
- Drop mode: toggle
[ Drop: ON/OFF ] to flag items for discard, freeing space for better loot
- On mobile: tap an item with Drop mode on, then tap the action bar to confirm
- Client-side only — no server interaction needed
6. Ad Boost
Rewarded video ad that gives temporary benefits:
| Benefit | Value |
| Duration | 60 minutes |
| Extra backpack slots | +6 (24 → 30) |
| XP bonus | +10% |
| Minimum level required | 5 |
7. Runs & Retreat
- Max fights per run: 500
- You can retreat at any time to keep all collected loot and XP
- On death: same persistence — loot and XP from the current run are saved
- Retreat button has a 5-second cooldown
Auto-Retreat on Disconnect
If you lose connection, the server continues fighting headlessly on your behalf:
- Your character keeps fighting until death or the run ends naturally
- If your character dies while disconnected, loot is saved to a pending summary in the database
- On reconnect: RunScene shows “Resumed! X fights completed while away”
- If death occurred: the full run summary is shown in TownScene
Note: The server has a 60-second reconnect grace period. If you reconnect within this window, the fight display picks up where it left off with updated HP and fight count.
8. Difficulty & Level Cap
| Property | Value |
| Max player level | 9,999 |
| Max difficulty | 99,999 |
Difficulty Cap per Player
max_difficulty = min(99999, max(1, player_level × 5))
| Player Level | Max Difficulty |
| 1 | 5 |
| 10 | 50 |
| 50 | 250 |
| 100 | 500 |
| 500 | 2,500 |
| 1,000 | 5,000 |
| 2,000 | 10,000 |
| 20,000+ | 99,999 |
Endgame: At difficulty 1000+, enemies gain a glow outline and orbiting particles using the area's element colors. Additionally, ALL area monsters become eligible to spawn (instead of just the highest tier), enabling skin farming for dedicated players.
9. Music System
37 unlockable music tracks that play continuously across all scenes in a playlist loop. Music progress is account-wide — shared across all characters.
Area Tracks (24 tracks — 3 per area)
| Track | Unlock Condition |
| Track 1 | Enter the area for the first time |
| Track 2 | Kill ≥ (area_unlock_level + 10) enemies AND defeat a boss in the area |
| Track 3 | Reach difficulty ≥ (area_unlock_level × 10) AND defeat a boss in the area |
Level Milestone Tracks (11 tracks)
One track unlocked at each of these levels:
| 5 |
10 |
20 |
40 |
80 |
160 |
320 |
640 |
1,280 |
2,560 |
5,120 |
Other Tracks
| Track | Condition |
| Time Played | Total 1 hour of play time |
| Town | Always unlocked |
Playlist: New unlocks are automatically added to your playlist. You can customize which tracks play via the Playlist overlay in the Options menu — toggle individual songs on/off with checkboxes. Click a track name to jump to it immediately.
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